Hello!
I am using unity UI! How can I reduce the icon in the inventory so that it is not so big when I select it? I tried lowering the image resolution to 64 but then it looks ugly
Why I don't see the standard icons for use, look, examine, even though I set the icon to change when it's over the hotspot in the settings. Only the animated cursor is visible? Maybe I'm missing something..
On default AC everything works as it should, the problem is only when I change the cursor to the UI
AC 1.81.4 and Unity 2022.3.8f1
Example video of the problem
https://drive.google.com/file/d/1zVqojB2WSXgQlBp3AXXqULJvUm1jGAcq/view?usp=drive_link
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Comments
When you say you're using Unity UI - are you referring to the cursor, or your Menus?
The video link is access restricted - can you make it public?
Yes! I mean the cursor, but I switched everything to UI prefabs: Inventory, InGame, subtitles, etc...
Sorry, hope the video is public now
https://drive.google.com/file/d/1zVqojB2WSXgQlBp3AXXqULJvUm1jGAcq/view?usp=sharing
The problem seems to lie in the animated cursor! When I switch to static cursor UI prefab. Interactions icons work normally, but the size of the inventory cursor in the Cursor manager doesn't do anything, that is, it doesn't change (the cursor should decrease when I select the icon in the inventory if I understand correctly).
Is it possible that when I set the cursor to animated I can see Interactions icons?
Is it possible to make the icon I grab in the inventory a little smaller? That is, that I don't have to reduce the size of the image.
The animated cursor is a template designed to show how the Unity UI cursor can be animated based on the Animator parameters defined in its Inspector - similar to a character that uses Mecanim or Sprites Unity Complex animation engines.
You can reduce the size of the Inventory cursor by reducing the size of the RectTransform child that displays it, within the cursor's prefab. You can access this prefab from the top of the Cursor Manager. Just be sure to have Update Image Native Size? unchecked, as this causes the RawImage component to be resized automatically based on the texture it displays.
The Inventory icons won't display by default - the animations in the prefab only cause a change in the cursor to appear like a ring, rather than a circle, when hovering over Hotspots.
To have a different animation play when over Hotspots based on the Interaction, define an Integer parameter in the Animator, named e.g. "CursorID", and then assign this in the Unity UI Cursor component's "Cursor ID int" field. You can then use this value (which represents the use interaction's cursor ID of the Hotspot you're over) within the cursor's Animator to play different animations accordingly.
Ok, it's much clearer now. Thanks for the clarification Chris.